• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
jakovo

Good article on Drawing Policy

10 posts in this topic

Hi,

does anyone have an article or paper about how to implement a good drawing policy when rendering?

I remember to have seen one from the guys of Kill Zone, but I have been looking for it and I can't find it any more =S

Thanks! Edited by ???
0

Share this post


Link to post
Share on other sites
I'm not sure what you mean by drawing policy - can you elaborate on what you are looking for?
0

Share this post


Link to post
Share on other sites
Thanks Jason,

Well, by Drawing Policy I mean a set of rules on how to sort in an efficient way all the materials, textures, etc... available in the current scene.
0

Share this post


Link to post
Share on other sites
Christer Ericson has a good write-up on his blog about the bucket-sorting approach he used in God of War 3: http://realtimecollisiondetection.net/blog/?p=86
1

Share this post


Link to post
Share on other sites
Ahhh!.. thank you [b]bronxbomber92[/b], thank you [b]L. Spiro[/b],

those articles are exactly what I was looking for.

Thanks!
0

Share this post


Link to post
Share on other sites
One thing about sorting objects confuses me. If a mesh is made of different subsets, i.e. opaque and transparent and many instances have to be drawn should you break up drawing calls such as to draw all the opaque subsets first and then reiterate through all objects and draw all transparent parts? An example of a house with windows and a whole street filled of those I'd have to draw all wall instances then later draw all window instances?

EDIT : I think the article about render queue might answer my question after all
0

Share this post


Link to post
Share on other sites
[quote]An example of a house with windows and a whole street filled of those I'd have to draw all wall instances then later draw all window instances?[/quote]
In order for things to look correct, yes.
0

Share this post


Link to post
Share on other sites
[quote name='web383' timestamp='1340218513' post='4951083']
[quote]An example of a house with windows and a whole street filled of those I'd have to draw all wall instances then later draw all window instances?[/quote]
In order for things to look correct, yes.
[/quote]
So is switching vertex buffers relatively cheap?
i.e.
Setstreamsource vbcar
Draw all opaque parts of every car instance
Setstreamsource vbhouse
Draw all opaque parts of every house
Set transparency
Setstreamsource vbcar
Draw all transparent parts of every car instance
Setstreamsource vbhouse
Draw all transparent parts of every house

Part meaning subset in d3dx mesh terminology even though I actually use DIP calls directly.
0

Share this post


Link to post
Share on other sites
If you have an AMD GPU, you can download PerfStudio and use its API trace feature to look at CPU API timings.
0

Share this post


Link to post
Share on other sites
[quote name='Fredericvo' timestamp='1340579521' post='4952467']
[quote name='web383' timestamp='1340218513' post='4951083']
[quote]An example of a house with windows and a whole street filled of those I'd have to draw all wall instances then later draw all window instances?[/quote]
In order for things to look correct, yes.
[/quote]
So is switching vertex buffers relatively cheap?
i.e.
Setstreamsource vbcar
Draw all opaque parts of every car instance
Setstreamsource vbhouse
Draw all opaque parts of every house
Set transparency
Setstreamsource vbcar
Draw all transparent parts of every car instance
Setstreamsource vbhouse
Draw all transparent parts of every house

Part meaning subset in d3dx mesh terminology even though I actually use DIP calls directly.
[/quote]

Yes this is correct. And, if you want, you can sort your opaque and transparent objects by shader, then by texture - as described by the links by L. Spiro and bronxbomber92.

Just keep these simple rules in mind, and don't bog yourself down with premature optimization until it really becomes an issue. Implement something simple, then profile it before going any further.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0